Double Thread: A Reading from the Gospel According to Cthulhu

what normal is everyone using for crossing up with double? I just had a long session with filia, and everything I tried whiffed when I tried to cross her up.

Also what comes out fast enough for a punish? I found that the entire time I couldn’t punish either, every time they had something punishable I had to get some space and try and hit them afterward.

The teacup and the oil drum, though they don’t hit high.

Right now the best consistent meterless shit I’ve got is cr.LK cr.MP s.HK sj MP sj HP neutral jump jLK jHP s.MK s.HK j.MK fridge dash OTG s.LK c.MP s.HK sj.LP sj.MK fridge. Does about 5230 or so on Valentine 3v3. Obviously you can’t super after second fridge because of OTG limit, but otherwise it carries pretty well, it’s passable midscreen damage and once you’re used to little delays it seems consistent across all characters.

Against heavies like Cere and Double you can get grounded chain for second relaunch, against lightweights just delay the second s.HK a bit for the right height. I’m sure there’s optimized variations but like I said before this feels really consistent and isn’t really difficult beyond maybe remembering all the shit to do and the dash otg s.LK on fatties. Hopefully I’m not retarded and this isn’t a MvC2 fake combo where they can just roll out of the OTG.

Late j.LP and j.MP should work, sometimes the spacing will be a little bit different depending on character though. I believe s.LP and c.LP are notably faster than her other normals.

J. Roundhouse for cross up

I go for standing fierce as well sometimes

I liked the setup into air grab from the bnb (Sh,Fwx2,RH,J.Fwx2, Oil can) into relaunch-> J.St->RH-> Land-> jump Air grab. puts opponent right back into the corner.

Screw it Fridge should be the way to go if we really want that Real soviet damage

j.mp is a great crossup and j.hp works from a deceptive distance. I wouldn’t use teacup too much because it’s hideously unsafe.

j, hp is what I’m whiffing when trying to cross up x.x I have to back up for it to not whiff (but then it’s not a crossup)… I’ll try j.mp…

Very unsafe yes, but it has a very small hitbox, so if you use it sparingly there’s a good chance you’re opponent will whiff their “punish” and give you time to recover. Not the best option, but damn if hitting my opponent with an eldritch teacup isn’t badass xD

I’m in love with Double’s BS, her normals are absolutely amazing, her specials are a little “meh” but they do their jobs so who cares honestly? Plus Catellite Lives might be my favorite Super in this game…

do we have any catellite combos or setups yet?

i never remember to use slide i always forget we have it

“F*** yoooou! I’ve got so many cat heads!”

This is what I say when I play as Double.

This game elates me in peculiar ways.

Edit: Also, it seems like fitting deep j.HKs is the key to maximizing damage for Double’s big combos. Lots of j.HK, and early Fridge > OTG Relaunch seem like the building blocks of big meterless damage. Mix with assists and hunt for ways to squeeze these into the start of your combos.

So after day 2 I found a good combo. I already have plans to extend it further, but it gets a little tougher from where I have it.

Jump In A.HP
St.LK/MK/MK/HK
Jump
A.MP/HP (Delay the HP so you get all three hits close to the ground)
Land
St.LP/MP/HK
Jump
A.LP/MP/HP (Cancel each one quickly so you get your full HP in)
Land
Cr.LP/MP/HP (Sub in Cr.HK in corners)
QCF + PP

In the corner you can start it like this instead.

Jump In A.HP
St.LK/MK/MK/HK
Jump
A.MK
QCB +HK
Land
St.LK/MK/MK/HK
Jump
A.MP/HP
Land
St.LP/MP/HK
Jump
A.LP/MP/HP
Land
Cr.LP/MP/HP
QCF + PP

The ender on that may need work. I have a hard time getting the Cr.HP to connect for the ground bounce into BB. This combo works on Double midscreen if you use the Oil Drum instead of the fridge.

Satellite combos scale like hell unless you can juggle it with mp cat heads that go up and you get a jump combo…

I think its mostly about left-right mix ups with this super, just use some imagination and Doubles dash to jump all over your opponent, making sure to punish them with a throw if they block too much.

anyone figure out Double’s character specific trophy yet? I want dat Inque palette :open_mouth:

hmm i guess that’s true scaling would just ruin everything

i’m also kind of curious as to what assists people are using;
i only have parasoul and don’t really know what i should use
but double has no overhead right so should we be using an oh assist
just so we not only have left/right but high/low as well

Expanded on the old combo. I swear this thing should get that trophy. I push practically every button on the pad at least once.

Jump In A.HP
St.LK/MK/MK/HK
Jump
A.MP/HP
Land
St.LP/MP/HK
Jump
A.LP/MP/HP
Land
Cr.LK/MK
St.HK
Jump
A.LK/MP/HP
Land
Cr.LP/MP/HP
Blockbuster

Parasoul’s b.HK assist isn’t a bad idea, Double certainly doesn’t need Napalm Pillar since she’s got Hornet Bomber, but given how good Double’s left/right mixups are, I think using Napalm Shot L/H or Egret Charge to help Double get it (which she can have trouble doing against Peacock/Parasouls due to her limited movement options) might be more helpful imo

I guess it depends on whether you have trouble getting in, or mixing up when you do, in my case I have no problem opening people up once I’m there, but Double SO SLOW, it can be agonizing to get in peoples faces sometimes…

i have a couple of questions how’s the damage if you’re in r3 [3 char team]
how much damage does the block buster at the end add on i assume scaling gets pretty bad with her multi hit air moves an all
and why do you do notations like that? it’s not hard to read i’ve just never seen it like that and the structure seems odd

yay for pad players :slight_smile:

I structure it that way because the combo is easier to process visually when learning it. At least for me. It’s also a kinda neat way to see how the IPS is circumvented at each rep.

The damage I get from it in a 1v1 though is around 4600.

Yeah, I like how you can work around the IPS as long as you at least SLIGHTLY variate your strings, the first night I played it the IPS was really starting to tick me off with how fast it triggered on stuff like air relaunches, but now that I’ve learned to work around it I can really appreciate how it forces creativity from players instead of doing stupid damaging shit like Hazama/Lambda’s TK loops in BB, or Doom/Magneto’s corner loops in MvC3… there is no way I should be able to learn a BnB in 15 minutes that kills any character in the game (ahh Mahvel, what has Capcom done to you?)

Satellite does a lot of chip damage though so it’s more like DHC into Catellite Lives or knockdown into activation then run a trap game on them. I’ve been trying to recreate stridoom with Painwheel/Double/Cerebella but the duration of Catellite Lives and reduced meter gain makes it hard to run a pure trap strategy but the left/right mix ups and keeping them locked down can usually kill a character if you have the meter.

Quick Tip.

Do not use Car super as an ender or well much in general against ms fortune when her head is off.